Page 1 of 1

move doodads(special effects)

Posted: Mon Mar 14, 2011 2:19 am
by SHiNNiNG_FaiTH
i want to spin special affects like in your wisp wheel (that i love) but im not quiet sure how to do this. my plan is to make it the same as your previous one then make a trigger were a unit gets x to it, it would die. or something like that anyways >.>

Re: move doodads(special effects)

Posted: Mon Mar 14, 2011 3:18 am
by SHiNNiNG_FaiTH
oh nevermind found easy fix in object editor... but can u make units spin in circles like how we made the cam spin?

Re: move doodads(special effects)

Posted: Mon Mar 14, 2011 7:37 am
by 3ICE
I am not sure I understand you there.

Re: move doodads(special effects)

Posted: Mon Mar 14, 2011 10:55 pm
by SHiNNiNG_FaiTH
ive been working on a trigger like your wisp wheels and i have set the units image to look like a doodad (my first easy fix) my second question is how can i get a unit to spin(as in spin 360 degrees) while on a wisp wheel?

Re: move doodads(special effects)

Posted: Tue Mar 15, 2011 5:16 am
by samtre
you can either:
put a timer for each wisp so that they will increase/decrease their angle every 0.0# seconds until they die

or

as you move them, make them face the opposite angle of the turning angle of the WHOLE wheel. so as they turn around the wheel, they will turn in proportion to the wheel.....

Re: move doodads(special effects)

Posted: Tue Mar 15, 2011 6:07 am
by SHiNNiNG_FaiTH
i did the second "option" to only come out with complete failure. in this attempt i even made another variable and set everything and it still didnt work =\

Re: move doodads(special effects)

Posted: Tue Mar 15, 2011 6:11 am
by SHiNNiNG_FaiTH
oh ha rofl nvm i forgot i fixed it last night and the second 1 did work

Re: move doodads(special effects)

Posted: Wed Mar 16, 2011 6:03 am
by samtre
congratulations

Re: move doodads(special effects)

Posted: Thu Mar 17, 2011 1:30 am
by SHiNNiNG_FaiTH
samtre wrote:congratulations
rofl, smart ass. thank you though =D